Undoubtedly, this project is massive in scope. In Split Fiction, the sense of novelty is relentless, with fresh mechanics popping up every quarter of an hour, only for the older ones to fade into the shadows. However, each innovation needs to feel complete and well-realized.
“In Split Fiction,” one of the developers recalls, “there’s this part where players get to ride dragons. Crafting just one of those dragons took about eight months. Early on in my career, team members often asked, ‘Why are we putting so much effort into something that players will experience for just ten minutes?'”
The truth is, just like in filmmaking, a memorable scene doesn’t lose its impact just because it demanded a hefty budget. If you replay such scenes repeatedly, their initial charm dims. In video games, there’s this notion that costly elements must be repurposed, but honestly, why should they be? Reusing them can dull that first enchanting experience.”
Embracing this mindset, Split Fiction offers vast amounts of optional content for players to explore. Unlike the mini-games found in It Takes Two, these segments offer even more depth and complexity. Players access them through portals scattered along their journey, leading to detailed worlds brimming with fresh mechanics, formidable bosses, and unique visuals.
“In this game,” the developer explains, “it’s like you’re stepping into completely new worlds with their own mechanics and visual landscapes. It’s almost as if a new game is nestled within the main one.”